Ase290406 0 Posted April 3, 2007 Amazing mod. But as alawys a little bug: The Argentinian Panhard-90 doesn't have a smoke/flash from it's barrel when firing. Please check developers. A small screen from Stanley airport. British Paras arriving by a Ch-47. ]Stanley[/url] Share this post Link to post Share on other sites
FriketMonkey 0 Posted April 3, 2007 Awesome. Ships are great... Althought I get often a CTD. I can't start the User mission in the editor... It gives a wrong crew error. I also get an CTD with atlantic ocean island. Share this post Link to post Share on other sites
tankieboy 0 Posted April 3, 2007 Would be nice if we could get the init-lines for all the ship functions (lowering/raising ramps, etc.) a1 = name/section name HMS Hermes 2nd Section from bow Forward Lift (deck side) to lowered postion (also raises Hanger door! a1 animate ["Elev1a", 1];a1 animate ["Elev1b", 1];a1 animate ["HDoor", 1] Flight Control Light to OFF (No Flight Ops! a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn", 0]" Flight Control Light to Red (Engines Permitted on! a1 animate ["RedLgt1", 1];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 1];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn",1]" Flight Control Light to Orange (Taxiing Permitted! a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 1];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 1];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn",1]" Flight Control Light to Green (TAKE OFF! a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 1];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 1];a1 animate ["LgMn",1]" 4th Section from bow Rear Lift a1 animate ["ElevU1P", 1];a1 animate ["ElevU2P", 1];a1 animate ["ElevL1P", 1];a1 animate ["ElevL2P", 1];a1 animate ["ElevU1S", 1];a1 animate ["ElevU2S", 1];a1 animate ["ElevL1S", 1];a1 animate ["ElevL2S", 1]" LCU: To Activate the ramp a1 animate ["lcuramp", 1] Share this post Link to post Share on other sites
SaBrE_UK 0 Posted April 3, 2007 I tried in my shortcut -mod=Falklands but when I started it up, I got some really dodgy graphical glitches. How should I start this mod? It doesn't have step-by-step installation instructions in the readme. Do I put the extra addons (COC torpedo etc.) in my flashpoint/addons directory? I don't install mods much and I can't figure it out. Yes, you have installed the Falklands bit corerctly. That should just be a folder in the OFP base directory. Now you must install the required addon pack as well which is available from the site. When you have installed all of the required addons, it will create a folder called @COC. You need to append this to you OFP loadup line so it reads: -mod=@COC;Falklands Thanks a lot Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 Would be nice if we could get the init-lines for all the ship functions (lowering/raising ramps, etc.) a1 = name/section name HMS Hermes ETC.... This has been copied direct from the flk forum from an old post of mine and has NOT been checked recently, so I cannot give a 100% garantee that I did not change any names... I will provide a full list for every ship if I can resolve the empty placing Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 Crew on the UA Naval guns is my fault, I changed the crew yesterday from generics setup to the Naval Warfare specialist, got soemthign wrong it seems. Again another stupid fix.. (and stupid error) As for geo lods on buildings, I see what I can do, but the 'few others' need more detailas there is too many to check each and every building again. Stanley Tower does not surprse me as that has caued many problems over the past and was likely left in a half fixed state. The Skyhawk issue, we should be able to do somethingn about it, however I am not sure if its the ships or the sidewinders that need fixing Inits for ships... There was a reason for leaving these out.. If the ships are palced via the group they cannot be selected or even named and given init lines.... this is an OFP issue and unless someone knows how to place an empty item via groups then its a permanant problem The alternative isto manully place each section as an empty where init lines could be used, but knowing that not one ships section is of stnadard length I would strongly advise against it, even the icons are not acurate enough. The current placement method meant that all bits would show under dxdl and that was considered quite important as it does help when dealign wth naval items, other methdos bot had advantages and faws, this one is tried and tested and works relatively well. IF I manually edit the mission.sqm I might be able to produce a 'empty' fleet that can be copied and pasted which would then allow init lines, but this idea has literally just come into my head so is far from tested As for 4.5 impact, I will check, is this UA or AA gun? The Argentine Pnhard issue might be cos we used a jeep class as the base which can only have a mg, will see what we can do. One thing this is showing that even with all the beta testing that as been done, mistake do get through, ands it those that are not used tothe msitakes that notice them. Big Big thanks.. BTW great pic Tankieboy, pity its missing the huge radar! Share this post Link to post Share on other sites
HotShot 0 Posted April 3, 2007 I'm getting a crap load of Crash to desktops (mainly concerning a FLKCrew error), but when I dont crash the units/islands look really great and theres alot of variety, so nice job overall. Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 The ships mission is getting redone to individuul ships, should ease matters and should also mean I can fix other minor faults Share this post Link to post Share on other sites
AfrographX 0 Posted April 3, 2007 With the naval crew fix the ships mission is perfectly ok. The no-sound thing happens with the UA-turret. Share this post Link to post Share on other sites
SamotH 0 Posted April 3, 2007 Forgive my ignorance, but where can I find info about this mod? I can see it is about some conflict, but what does it includes, pics, etc... Thanks Nevermind, I found the readme (stupid me ) Share this post Link to post Share on other sites
stegman 3 Posted April 3, 2007 Nice. I've been waiting for this one. I gave up a few times, but you guys didn't Well done. I'll crack on with a campaign. Now all you need do is make one for ArmA ..... Share this post Link to post Share on other sites
imutep 0 Posted April 3, 2007 It's done! I can't belive it. Thanks a lot Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 Nice.  I've been waiting for this one.  I gave up a few times, but you guys didn't  Well done.I'll crack on with a campaign. Now all you need do is make one for ArmA ..... You think you almost gave up... I not going to say how many times we have had 'rescue' situations, the mode has virtually come to a stand still on a number of occasions, but in the end all is sorted and we got moving again. ArmA will be a while for a number of reason, we will likely concentrate on OFP for a while yet as its still got life (and it works better on older machines). Enjoy it with OFP, there is MORE on the way from the Falklands Team.... Share this post Link to post Share on other sites
General Giap 0 Posted April 3, 2007 Great great mod! I love the "super etendard" and i'm very glad to find it here. Just one question, How can you vtol the harrier? I tried everything but nothing happened Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 I'll need to check, its been changed recently, ands its one plane I dont fly that often (tbh I been too busy making to play) Share this post Link to post Share on other sites
Santosa 0 Posted April 3, 2007 nice, good to see a mod making it. anyone cares showing some screens while I wait for my download to complete? Share this post Link to post Share on other sites
shw101 0 Posted April 3, 2007 Hi there, I remember checking on this Mod when i worked in a ski chalet in France in 2002! As the years have gone on, i've stopped playing OFP, but have always being tracking this Mod's progress. Unfortunately now that it is released, I find I can no longer remember how to setup a Mod folder shortcut and things like that! Could someone please explain how I get this Mod to work, as I get a load of Addons missing error messages when I go to play it. Many Thanks Shw Share this post Link to post Share on other sites
JdB 151 Posted April 3, 2007 Create a shortcut of your flashpointresistance.exe, go to the Target field in the Properties menu (right mouse click on the executable) "drive:\somethingpath\arma.exe" -mod=Falklands If you want to use multiple modfolders together (provided you don't use two or more with own configs) do it like this: Falklands;WW2;Modern etc Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 3, 2007 Nothing mentioned in the readme and it didn't get answered so I guess it's just plain old takeoff routine then... which can be done. Harriers rarely do VTOLs with combat loads anyways (not sure if the engine output is even enough), they usually accelerate up to around half of the normal takeoff speed and then lift up, using both wing lift and engine power. Or something like that, judging by the footage I've seen. Great mod, 'bout an hour to go for me. I suppose I can use this with i.e. WGL or FDF, no separate config? Share this post Link to post Share on other sites
cbfasi 4 Posted April 3, 2007 No idea, testing has NOT been carried out alongside these other mods... Share this post Link to post Share on other sites
Benthenoob 0 Posted April 3, 2007 im using ffur/ slx 2007 with the falklands mod and it works well Share this post Link to post Share on other sites
low light 0 Posted April 3, 2007 I've been waiting for this for so long and it hasn't disappointed I've found a few bug's but I understand that this isn't exactly finished yet. I tried out the fantastic C130's. There seems to be a problems with the Cargo locking system: Script \AFR_Cargo\loader_BH.sqs not found The light of the C130 is also positioned a little too high on the roof of the aircraft. Am also getting the missing crew bug (the Red arrow hawk seems to suffer from this problem too), but that's already been reported. Great work FALKLANDS TEAM and all those involved in it. *Edit: I'm running the Mod and OFP:RES vs1.96 Share this post Link to post Share on other sites
HotShot 0 Posted April 3, 2007 Concerning VTOL... Only tried with Sea Harrier but landing it kicks in automatically when you get to a certain speed (approx. 150 it seems), however I too cannot get it to work from the ground. It has STOL though when taking off. In the seperate release the Harrier had actions to control VTOL, but they do not appear. The more I play it the more I like the mod. Great job on getting the Submarine to work, and I love those moving fluffy dice, and the troll. Share this post Link to post Share on other sites